Difference between revisions of "B2.createRevoluteJointDef"

From GiderosMobile
m (Text replacement - "</source>" to "</syntaxhighlight>")
 
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__NOTOC__
 
__NOTOC__
'''<translate>Available since</translate>:''' Gideros 2011.6<br/>
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<languages />
'''<translate>Class</translate>:''' [[Special:MyLanguage/b2|b2]]<br/>
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'''Available since:''' Gideros 2011.6<br/>
=== <translate>Description</translate> ===
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'''Class:''' [[Special:MyLanguage/b2|b2]]<br/>
<translate><br />
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Creates and returns a revolute joint definition table with the bodies, local anchors, and reference angle using a world anchor point.<br />
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=== Description ===
(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a revolute joint).<br />
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Creates and returns a revolute joint definition table with the bodies, local anchors, and reference angle using a world anchor point.
<br /></translate>
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<source lang="lua">
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(Please refer to [[b2.World:createJoint]] function for more information about all the information needed to create a revolute joint).
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<syntaxhighlight lang="lua">
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
 
(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)
</source>
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</syntaxhighlight>
=== <translate>Parameters</translate> ===
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'''bodyA''': (b2.Body) <translate>the first attached body</translate> <br/>
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=== Parameters ===
'''bodyB''': (b2.Body) <translate>the second attached body</translate> <br/>
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'''bodyA''': (b2.Body) the first attached body <br/>
'''anchorx''': (number) <translate>the x coordinate of the world anchor point</translate> <br/>
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'''bodyB''': (b2.Body) the second attached body <br/>
'''anchory''': (number) <translate>the y coordinate of the world anchor point</translate> <br/>
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'''anchorx''': (number) the x coordinate of the world anchor point <br/>
=== <translate>Return values</translate> ===
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'''anchory''': (number) the y coordinate of the world anchor point <br/>
'''<translate>Returns</translate>''' (table) <translate>A new revolute joint definition table</translate><br/>
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=== <translate>Examples</translate> ===
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=== Return values ===
'''Example'''<br/>
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'''Returns''' (table) a new revolute joint definition table<br/>
<source lang="lua">local jointdef = b2.createRevoluteJointDef(bodyA, bodyB, anchorx, anchory)
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local joint = b2.World:createJoint(jointdef)</source>
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=== Examples ===
'''Revolute joint'''<br/>
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'''Revolute joint'''
<source lang="lua">--create empty box2d body for joint
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<syntaxhighlight lang="lua">
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--create empty box2d body for joint
 
local ground = world:createBody({})
 
local ground = world:createBody({})
 
ground:setPosition(300, 480)
 
ground:setPosition(300, 480)
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local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300)
 
local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300)
 
local revoluteJoint = world:createJoint(jointDef)
 
local revoluteJoint = world:createJoint(jointDef)
--will not let ball spin for ever
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--will not let ball spin forever
 
revoluteJoint:setMaxMotorTorque(1)
 
revoluteJoint:setMaxMotorTorque(1)
revoluteJoint:enableMotor(true)</source>
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revoluteJoint:enableMotor(true)
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</syntaxhighlight>
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 +
{{B2}}

Latest revision as of 14:27, 13 July 2023


Available since: Gideros 2011.6
Class: b2

Description

Creates and returns a revolute joint definition table with the bodies, local anchors, and reference angle using a world anchor point.

(Please refer to b2.World:createJoint function for more information about all the information needed to create a revolute joint).

(table) = b2.createRevoluteJointDef(bodyA,bodyB,anchorx,anchory)

Parameters

bodyA: (b2.Body) the first attached body
bodyB: (b2.Body) the second attached body
anchorx: (number) the x coordinate of the world anchor point
anchory: (number) the y coordinate of the world anchor point

Return values

Returns (table) a new revolute joint definition table

Examples

Revolute joint

--create empty box2d body for joint
local ground = world:createBody({})
ground:setPosition(300, 480)

local jointDef = b2.createRevoluteJointDef(body, ground, 300, 300)
local revoluteJoint = world:createJoint(jointDef)
--will not let ball spin forever
revoluteJoint:setMaxMotorTorque(1)
revoluteJoint:enableMotor(true)





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